Add R_PointOnSideFast and R_PointInSubsectorFast and use it to optimize some non synch critical things #142
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@@ -1843,7 +1843,7 @@ static void CL_ReloadReceivedSavegame(void)
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for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
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{
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camera[i].subsector = R_PointInSubsector(camera[i].x, camera[i].y);
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camera[i].subsector = R_PointInSubsectorFast(camera[i].x, camera[i].y);
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}
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cl_redownloadinggamestate = false;
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@@ -3103,7 +3103,7 @@ static void HWR_RenderBSPNode(INT32 bspnum)
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bsp = &nodes[bspnum];
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// Decide which side the view point is on.
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side = R_PointOnSide(viewx, viewy, bsp);
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side = R_PointOnSideFast(viewx, viewy, bsp);
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// Recursively divide front space.
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if (HWR_PortalCheckBBox(bsp->bbox[side]))
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@@ -3177,7 +3177,7 @@ static gl_vissprite_t *HWR_NewVisSprite(void)
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// Finds a floor through which light does not pass.
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static fixed_t HWR_OpaqueFloorAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
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{
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const sector_t *sec = R_PointInSubsector(x, y)->sector;
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const sector_t *sec = R_PointInSubsectorFast(x, y)->sector;
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fixed_t floorz = sec->floorheight;
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if (sec->ffloors)
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@@ -132,7 +132,7 @@ void HWR_PortalFrame(gl_portal_t* portal)
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{
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portalclipline = NULL;
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portalcullsector = NULL;
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viewsector = R_PointInSubsector(viewx, viewy)->sector;
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viewsector = R_PointInSubsectorFast(viewx, viewy)->sector;
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}
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}
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@@ -3307,7 +3307,7 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
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P_CheckCameraPosition(thiscam->x, thiscam->y, thiscam);
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#endif
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thiscam->subsector = R_PointInSubsector(thiscam->x, thiscam->y);
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thiscam->subsector = R_PointInSubsectorFast(thiscam->x, thiscam->y);
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thiscam->floorz = tmfloorz;
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thiscam->ceilingz = tmceilingz;
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@@ -10354,7 +10354,7 @@ void P_PrecipitationEffects(void)
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for (y = yl; y <= yh; y += RADIUSSTEP)
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for (x = xl; x <= xh; x += RADIUSSTEP)
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{
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if (R_PointInSubsector((fixed_t)x, (fixed_t)y)->sector->ceilingpic != skyflatnum) // Found the outdoors!
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if (R_PointInSubsectorFast((fixed_t)x, (fixed_t)y)->sector->ceilingpic != skyflatnum) // Found the outdoors!
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continue;
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newdist = S_CalculateSoundDistance(players[displayplayers[0]].mo->x, players[displayplayers[0]].mo->y, 0, (fixed_t)x, (fixed_t)y, 0);
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@@ -2338,7 +2338,7 @@ static void P_SetupCamera(UINT8 pnum, camera_t *cam)
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cam->y = players[pnum].mo->y;
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cam->z = players[pnum].mo->z;
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cam->angle = players[pnum].mo->angle;
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cam->subsector = R_PointInSubsector(cam->x, cam->y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
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cam->subsector = R_PointInSubsectorFast(cam->x, cam->y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
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}
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else
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{
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@@ -2362,7 +2362,7 @@ static void P_SetupCamera(UINT8 pnum, camera_t *cam)
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cam->y = thing->y;
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cam->z = thing->z;
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cam->angle = FixedAngle((fixed_t)thing->angle << FRACBITS);
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cam->subsector = R_PointInSubsector(cam->x, cam->y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
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cam->subsector = R_PointInSubsectorFast(cam->x, cam->y); // make sure camera has a subsector set -- Monster Iestyn (12/11/18)
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}
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}
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@@ -3228,7 +3228,7 @@ void P_DemoCameraMovement(camera_t *cam)
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democam.soundmobj = awayviewmobj_hack;
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// update subsector to avoid crashes;
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cam->subsector = R_PointInSubsector(cam->x, cam->y);
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cam->subsector = R_PointInSubsectorFast(cam->x, cam->y);
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}
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void P_ResetCamera(player_t *player, camera_t *thiscam)
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@@ -3263,7 +3263,7 @@ void P_ResetCamera(player_t *player, camera_t *thiscam)
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thiscam->aiming = 0;
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thiscam->relativex = 0;
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thiscam->subsector = R_PointInSubsector(thiscam->x,thiscam->y);
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thiscam->subsector = R_PointInSubsectorFast(thiscam->x,thiscam->y);
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thiscam->radius = 20*FRACUNIT;
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thiscam->height = 16*FRACUNIT;
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@@ -1335,7 +1335,8 @@ void R_RenderBSPNode(INT32 bspnum)
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bsp = &nodes[bspnum];
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// Decide which side the view point is on.
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side = R_PointOnSide(viewx, viewy, bsp);
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side = R_PointOnSideFast(viewx, viewy, bsp);
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// Recursively divide front space.
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R_RenderBSPNode(bsp->children[side]);
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@@ -193,7 +193,7 @@ void R_InterpolateView(fixed_t frac, boolean forceinvalid)
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viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
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viewplayer = newview->player;
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viewsector = R_PointInSubsector(viewx, viewy)->sector;
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viewsector = R_PointInSubsectorFast(viewx, viewy)->sector;
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R_SetupFreelook();
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}
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@@ -1080,7 +1080,8 @@ subsector_t *R_IsPointInSubsector(fixed_t x, fixed_t y)
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while (!(nodenum & NF_SUBSECTOR))
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{
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node = &nodes[nodenum];
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side = R_PointOnSide(x, y, node);
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//side = R_PointOnSide(x, y, node);
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side = R_PointOnSideFast(x, y, node); // this is fine since R_IsPointInSubsector is only used for precip spawn unless you disable noclipcam lol
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nodenum = node->children[side];
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}
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@@ -74,6 +74,14 @@ extern lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
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// Utility functions.
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INT32 R_PointOnSide(fixed_t x, fixed_t y, const node_t *node);
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// This is not as accurate
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// SHOULD NOT BE USED FOR ANYTHING GAMEPLAY RELATED!!
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FUNCINLINE static ATTRINLINE PUREFUNC INT32 R_PointOnSideFast(fixed_t x, fixed_t y, const node_t *node)
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{
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// use cross product to determine side quickly
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return ((INT64)y - node->y) * node->dx - ((INT64)x - node->x) * node->dy > 0;
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}
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FUNCINLINE static ATTRINLINE PUREFUNC INT32 R_PointOnSegSide(fixed_t x, fixed_t y, const seg_t *line)
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{
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fixed_t lx = line->v1->x;
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@@ -94,6 +102,18 @@ fixed_t R_ScaleFromGlobalAngle(angle_t visangle);
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subsector_t *R_PointInSubsector(fixed_t x, fixed_t y);
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subsector_t *R_IsPointInSubsector(fixed_t x, fixed_t y);
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// uses R_PointOnSideFast
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// SHOULD NOT BE USED FOR ANYTHING GAMEPLAY RELATED!!
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FUNCINLINE static ATTRINLINE subsector_t *R_PointInSubsectorFast(fixed_t x, fixed_t y)
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{
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size_t nodenum = numnodes-1;
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while (!(nodenum & NF_SUBSECTOR))
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nodenum = nodes[nodenum].children[R_PointOnSideFast(x, y, nodes+nodenum)];
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return &subsectors[nodenum & ~NF_SUBSECTOR];
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}
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#define R_PointToDist(x, y) R_PointToDist2(viewx, viewy, x, y)
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#define R_PointToDist2(px2, py2, px1, py1) FixedHypot((px1) - (px2), (py1) - (py2))
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+2
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@@ -987,7 +987,7 @@ boolean S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32
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INT64 x, y, yl, yh, xl, xh;
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fixed_t newdist;
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if (R_PointInSubsector(listensource.x, listensource.y)->sector->ceilingpic == skyflatnum)
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if (R_PointInSubsectorFast(listensource.x, listensource.y)->sector->ceilingpic == skyflatnum)
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approx_dist = 0;
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else
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{
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@@ -1000,7 +1000,7 @@ boolean S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32
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for (y = yl; y <= yh; y += FRACUNIT*64)
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for (x = xl; x <= xh; x += FRACUNIT*64)
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{
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if (R_PointInSubsector(x, y)->sector->ceilingpic == skyflatnum)
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if (R_PointInSubsectorFast(x, y)->sector->ceilingpic == skyflatnum)
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{
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// Found the outdoors!
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newdist = S_CalculateSoundDistance(listensource.x, listensource.y, 0, x, y, 0);
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